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  • Committer: Josh C
  • Date: 2013-08-25 22:29:12 UTC
  • Revision ID: josh@9ix.org-20130825222912-3xe9l4yh2fq1ten6
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DEBUG = true
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require 'zoetrope'
 
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--require 'pepperprof'
 
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--inspect = require 'inspect'
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--require 'group'
 
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require 'sprite'
 
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require 'util'
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require 'version'
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--require 'wrap_tile'
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require 'player'
 
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require 'goal'
 
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require 'pause_view'
 
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require 'win_view'
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GameView = View:extend {
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   gameStart = 0,
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              self.focus = the.player
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              self:clampTo(self.bg)
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              self.mazes = {self.maze1, self.maze2}
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              self.maze1:revive()
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              self.maze2:die()
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              the.activeMaze = self.maze1
 
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              self.mazes = {self.maze1, self.maze2, self.maze3}
 
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              self.bgs = {self.bg, self.bg, self.bg2}
 
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              for _, maze in ipairs(self.mazes) do maze:die() end
 
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              for _, bg in ipairs(self.bgs) do bg.visible = false end
 
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              self.maze1.moveMod = 1
 
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              self.maze2.moveMod = 0.55
 
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              self.maze3.moveMod = -1
 
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              self.maze1.playerScale = 1
 
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              self.maze2.playerScale = 0.5
 
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              self.maze3.playerScale = 1
 
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              self.goals = {}
 
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              the.goalsAchieved = 0
 
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              for _, obj in ipairs(self.objects.sprites) do
 
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                 if obj:instanceOf(Goal) then
 
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                    obj.visible = false
 
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                    self.goals[tonumber(obj.map)] = obj
 
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                 end
 
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              end
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              --the.interface = Group:new()
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              --self:add(the.interface)
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              self:switchMaze()
 
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              -- profiling...
 
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              --the.profiler = newProfiler()
 
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              --the.profiler:start()
 
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              self.gameStart = love.timer.getMicroTime()
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              self.lastChange = love.timer.getMicroTime()
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           end,
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   onUpdate = function(self, dt)
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                 if the.player.active and love.timer.getMicroTime() > self.lastChange + 10 then
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                    -- switch maze
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                    the.activeMaze:die()
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                    if the.activeMaze == self.maze1 then
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                       the.activeMaze = self.maze2
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                    else
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                       the.activeMaze = self.maze1
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                    end
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                    the.activeMaze:revive()
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                    self.lastChange = love.timer.getMicroTime()
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                 end
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                 the.activeMaze:collide(the.player)
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                 -- for _, mirror in ipairs(the.mirrors.sprites) do
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                 --    if not mirror.of then
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                 --       print('mirror:' .. inspect(mirror))
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                 --       error('mirror OF NOTHING')
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                 --    end
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                 -- end
 
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                    self:switchMaze()
 
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                 end
 
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                 if not (DEBUG and the.console.visible) then
 
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                    --the.player.collider:collide(the.activeMaze)
 
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                    the.player.collider:collide(the.activeGoal)
 
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                 end
 
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                 if the.keys:justPressed('escape', 'q') then
 
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                    PauseView:new():activate()
 
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                 --elseif the.keys:justPressed('w') then
 
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                 --   WinView:new():activate()
 
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                 end
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              end,
 
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   switchMaze = function(self)
 
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                   if the.activeMaze then
 
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                      repeat
 
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                         newMaze = math.random(3)
 
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                      until self.mazes[newMaze] ~= the.activeMaze
 
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                      the.activeMaze:die()
 
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                      the.activeMaze = self.mazes[newMaze]
 
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                      the.activeBg.visible = false
 
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                      the.activeBg = self.bgs[newMaze]
 
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                      if the.activeGoal then
 
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                         the.activeGoal.visible = false
 
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                      end
 
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                      the.activeGoal = self.goals[newMaze]
 
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                   else
 
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                      the.activeMaze = self.maze2
 
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                      the.activeBg = self.bg
 
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                      the.activeGoal = self.goals[2]
 
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                   end
 
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                   the.activeMaze:revive()
 
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                   the.activeBg.visible = true
 
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                   if the.activeGoal then
 
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                      the.activeGoal.visible = true
 
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                   end
 
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                   the.player.scale = the.activeMaze.playerScale
 
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                   the.player.collider.width = the.player.width * the.activeMaze.playerScale
 
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                   the.player.collider.height = the.player.height * the.activeMaze.playerScale
 
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                   self._fx = {0,0,0,0}
 
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                   self.tween:start(self._fx, 4, 175, 10, 'quadIn')
 
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                   self.lastChange = love.timer.getMicroTime()
 
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                end,
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   onEndFrame = function(self)
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                   --the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
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                   --the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2
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}
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MenuScreen = View:extend {
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   title = Text:new{text = "Press a key to start", font = 48, wordWrap = false},
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   --title = Tile:new{image = 'data/title.png', x = 0, y = 0},
 
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   bg = Tile:new{image = 'data/intro.png', x = 0, y = 0},
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   onNew = function(self)
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              self:add(self.title)
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              self.title:centerAround(400, 200)
 
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              self:add(self.bg)
 
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              --self.title:centerAround(400, 200)
 
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              local nr = 'data/NewRocker-Regular.otf'
 
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              self:add(Text:new{
 
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                          text = 'Name Of Game',
 
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                          --x = 0,
 
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                          y = 100,
 
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                          width = self.bg.width,
 
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                          font = {nr, 48},
 
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                          align = 'center',
 
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                          tint = {0,0,0}
 
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                       })
 
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              self:add(Text:new{
 
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                          text = 'Find the 3 lost shinies!',
 
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                          y = 170,
 
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                          width = self.bg.width,
 
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                          font = {nr, 28},
 
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                          align = 'center',
 
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                          tint = {0,0,0}
 
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                       })
 
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              self:add(Text:new{
 
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                          text = 'Use the arrow keys to move',
 
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                          y = 375,
 
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                          width = self.bg.width,
 
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                          font = {nr, 24},
 
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                          align = 'center',
 
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                          tint = {0,0,0}
 
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                       })
 
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              self:add(Text:new{
 
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                          text = 'Press a key to start',
 
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                          y = 425,
 
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                          width = self.bg.width,
 
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                          font = {nr, 24},
 
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                          align = 'center',
 
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                          tint = {0,0,0}
 
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                       })
 
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           end,
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   onUpdate = function(self, elapsed)
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                 if the.keys:allJustPressed() then
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   onRun = function (self)
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              print('Version: ' .. VERSION)
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              self.view = GameView:new()
 
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              self.view = MenuScreen:new()
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              if DEBUG then
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                 self.console:watch('VERSION', 'VERSION')
 
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                 self.console:watch('player.x', 'the.player.x')
 
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                 self.console:watch('player.y', 'the.player.y')
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                 -- back off that dark overlay a bit
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                 self.console.fill.fill[4] = 75
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              end
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           end,
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   onUpdate = function (self, dt)
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                 if the.keys:justPressed('escape') then
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                    self.quit()
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                 end
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              end
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}